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X , Y - Position auslesen mit D2NT
Discussion on X , Y - Position auslesen mit D2NT within the Diablo 2 Programming forum part of the Diablo 2 category.
02/03/2010, 16:11
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#1
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X , Y - Position auslesen mit D2NT
Ich hab mir gedacht, dass es doch prakttisch wäre wenn man immer wissenwürde wo man gerade steht.
(Man kann dann mit den Infos z.B. ein Pindelscript produzieren das auch ohne Enigma funktioniert.)
Macht ein neues Botscrip und aktiviert es in der charconfig (z.B. "Position.ntl")
Quote:
function NTMain()
{
Include("common/NTCommon.ntl");
NTC_IncludeConfig();
NTC_IncludeLibs();
NT_LoadConfig();
NTSI_LoadNIPFiles();
NTA_Initialize();
if(!NTTM_CheckAct())
{
NTC_SendMsgToScript("default.ntj", "NTTM_CheckAct()");
return;
}
while(1)
{
Print("[Position X :]" + me.x);
Print("[Position Y :]" + me.y);
NTC_Delay(2000);
}
}
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Joah, jetzt könnt ihr rumlaufen und seht alle 2 Sekunden eure Position.
have fun
DENKT DRAN:
X, Y Positionen sind nur auf unveränderlichen Maps fix!
z.B. ist pindel immer an der selben Stelle.
Aber! Zufallsmaps wie z.B. Kalte Ebene / Wurmgruft usw haben natürlich schwankende werte.
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02/15/2010, 17:35
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#2
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Join Date: Mar 2009
Posts: 1,356
Received Thanks: 736
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Hier ein wenig erwetert, zeigt nun auch ebenenwechsel und den zustand des chars an.
Quote:
function NTMain()
{
Include("common/NTCommon.ntl");
NTC_IncludeConfig();
NTC_IncludeLibs();
NT_LoadConfig();
NTSI_LoadNIPFiles();
NTA_Initialize();
if(!NTTM_CheckAct())
{
NTC_SendMsgToScript("default.ntj", "NTTM_CheckAct()");
return;
}
Say("ÿc;Rÿc:Aÿc8Iÿc1Nÿc2Bÿc9oÿc4W");
while(1)
{
var _oldX;
var _oldY;
var _oldAreaid;
var _oldMode;
_oldX = me.x;
_oldY = me.y;
_oldAreaid = me.areaid;
_oldMode = me.mode;
NTC_Delay(20);
if ( _oldX != me.x || _oldY != me.y)
Print("ÿc3Moved to: " + me.x + " , " + me.y);
if ( _oldAreaid != me.areaid)
{
Print("ÿc2Area Changed from: " + _oldAreaid + " to: " + me.areaid);
if ( me.areaid == 0)
Print("ÿc2New Area: NONE");
if ( me.areaid == 1)
Print("ÿc2New Area: ROGUE_ENCAMPMENT");
if ( me.areaid == 2)
Print("ÿc2New Area: BLOOD_MOOR");
if ( me.areaid == 3)
Print("ÿc2New Area: COLD_PLAINS");
if ( me.areaid == 4)
Print("ÿc2New Area: STONY_FIELD");
if ( me.areaid == 5)
Print("ÿc2New Area: DARK_WOOD");
if ( me.areaid == 6)
Print("ÿc2New Area: BLACK_MARSH");
if ( me.areaid == 7)
Print("ÿc2New Area: TAMOE_HIGHLAND");
if ( me.areaid == 8)
Print("ÿc2New Area: DEN_OF_EVIL");
if ( me.areaid == 9)
Print("ÿc2New Area: CAVE_LEVEL_1");
if ( me.areaid == 10)
Print("ÿc2New Area: UNDERGROUND_PASSAGE_LEVEL_1");
if ( me.areaid == 11)
Print("ÿc2New Area: HOLE_LEVEL_1");
if ( me.areaid == 12)
Print("ÿc2New Area: PIT_LEVEL_1");
if ( me.areaid == 13)
Print("ÿc2New Area: CAVE_LEVEL_2");
if ( me.areaid == 14)
Print("ÿc2New Area: UNDERGROUND_PASSAGE_LEVEL_2");
if ( me.areaid == 15)
Print("ÿc2New Area: HOLE_LEVEL_2");
if ( me.areaid == 16)
Print("ÿc2New Area: PIT_LEVEL_2");
if ( me.areaid == 17)
Print("ÿc2New Area: BURIAL_GROUNDS");
if ( me.areaid == 18)
Print("ÿc2New Area: CRYPT");
if ( me.areaid == 19)
Print("ÿc2New Area: MAUSOLEUM");
if ( me.areaid == 20)
Print("ÿc2New Area: FORGOTTEN_TOWER");
if ( me.areaid == 21)
Print("ÿc2New Area: TOWER_CELLAR_LEVEL_1");
if ( me.areaid == 22)
Print("ÿc2New Area: TOWER_CELLAR_LEVEL_2");
if ( me.areaid == 23)
Print("ÿc2New Area: TOWER_CELLAR_LEVEL_3");
if ( me.areaid == 24)
Print("ÿc2New Area: TOWER_CELLAR_LEVEL_4");
if ( me.areaid == 25)
Print("ÿc2New Area: TOWER_CELLAR_LEVEL_5");
if ( me.areaid == 26)
Print("ÿc2New Area: MONASTERY_GATE");
if ( me.areaid == 27)
Print("ÿc2New Area: OUTER_CLOISTER");
if ( me.areaid == 28)
Print("ÿc2New Area: BARRACKS");
if ( me.areaid == 29)
Print("ÿc2New Area: JAIL_LEVEL_1");
if ( me.areaid == 30)
Print("ÿc2New Area: JAIL_LEVEL_2");
if ( me.areaid == 31)
Print("ÿc2New Area: JAIL_LEVEL_3");
if ( me.areaid == 32)
Print("ÿc2New Area: INNER_CLOISTER");
if ( me.areaid == 33)
Print("ÿc2New Area: CATHEDRAL");
if ( me.areaid == 34)
Print("ÿc2New Area: CATACOMBS_LEVEL_1");
if ( me.areaid == 35)
Print("ÿc2New Area: CATACOMBS_LEVEL_2");
if ( me.areaid == 36)
Print("ÿc2New Area: CATACOMBS_LEVEL_3");
if ( me.areaid == 37)
Print("ÿc2New Area: CATACOMBS_LEVEL_4");
if ( me.areaid == 38)
Print("ÿc2New Area: TRISTRAM");
if ( me.areaid == 39)
Print("ÿc2New Area: MOO_MOO_FARM");
if ( me.areaid == 40)
Print("ÿc2New Area: LUT_GHOLEIN");
if ( me.areaid == 41)
Print("ÿc2New Area: ROCKY_WASTE");
if ( me.areaid == 42)
Print("ÿc2New Area: DRY_HILLS");
if ( me.areaid == 43)
Print("ÿc2New Area: FAR_OASIS");
if ( me.areaid == 44)
Print("ÿc2New Area: LOST_CITY");
if ( me.areaid == 45)
Print("ÿc2New Area: VALLEY_OF_SNAKES");
if ( me.areaid == 46)
Print("ÿc2New Area: CANYON_OF_THE_MAGI");
if ( me.areaid == 47)
Print("ÿc2New Area: SEWERS_LEVEL_1");
if ( me.areaid == 48)
Print("ÿc2New Area: SEWERS_LEVEL_2");
if ( me.areaid == 49)
Print("ÿc2New Area: SEWERS_LEVEL_3");
if ( me.areaid == 50)
Print("ÿc2New Area: HAREM_LEVEL_1");
if ( me.areaid == 51)
Print("ÿc2New Area: HAREM_LEVEL_2");
if ( me.areaid == 52)
Print("ÿc2New Area: PALACE_CELLAR_LEVEL_1");
if ( me.areaid == 53)
Print("ÿc2New Area: PALACE_CELLAR_LEVEL_2");
if ( me.areaid == 54)
Print("ÿc2New Area: PALACE_CELLAR_LEVEL_3");
if ( me.areaid == 55)
Print("ÿc2New Area: STONY_TOMB_LEVEL_1");
if ( me.areaid == 56)
Print("ÿc2New Area: HALLS_OF_THE_DEAD_LEVEL_1");
if ( me.areaid == 57)
Print("ÿc2New Area: HALLS_OF_THE_DEAD_LEVEL_2");
if ( me.areaid == 58)
Print("ÿc2New Area: CLAW_VIPER_TEMPLE_LEVEL_1");
if ( me.areaid == 59)
Print("ÿc2New Area: STONY_TOMB_LEVEL_2");
if ( me.areaid == 60)
Print("ÿc2New Area: HALLS_OF_THE_DEAD_LEVEL_3");
if ( me.areaid == 61)
Print("ÿc2New Area: CLAW_VIPER_TEMPLE_LEVEL_2");
if ( me.areaid == 62)
Print("ÿc2New Area: MAGGOT_LAIR_LEVEL_1");
if ( me.areaid == 63)
Print("ÿc2New Area: MAGGOT_LAIR_LEVEL_2");
if ( me.areaid == 64)
Print("ÿc2New Area: MAGGOT_LAIR_LEVEL_3");
if ( me.areaid == 65)
Print("ÿc2New Area: ANCIENT_TUNNELS");
if ( me.areaid == 66)
Print("ÿc2New Area: TAL_RASHAS_TOMB_1");
if ( me.areaid == 67)
Print("ÿc2New Area: TAL_RASHAS_TOMB_2");
if ( me.areaid == 68)
Print("ÿc2New Area: TAL_RASHAS_TOMB_3");
if ( me.areaid == 69)
Print("ÿc2New Area: TAL_RASHAS_TOMB_4");
if ( me.areaid == 70)
Print("ÿc2New Area: TAL_RASHAS_TOMB_5");
if ( me.areaid == 71)
Print("ÿc2New Area: TAL_RASHAS_TOMB_6");
if ( me.areaid == 72)
Print("ÿc2New Area: TAL_RASHAS_TOMB_7");
if ( me.areaid == 73)
Print("ÿc2New Area: DURIELS_LAIR");
if ( me.areaid == 74)
Print("ÿc2New Area: ARCANE_SANCTUARY");
if ( me.areaid == 75)
Print("ÿc2New Area: KURAST_DOCKTOWN");
if ( me.areaid == 76)
Print("ÿc2New Area: SPIDER_FOREST");
if ( me.areaid == 77)
Print("ÿc2New Area: GREAT_MARSH");
if ( me.areaid == 78)
Print("ÿc2New Area: FLAYER_JUNGLE");
if ( me.areaid == 79)
Print("ÿc2New Area: LOWER_KURAST");
if ( me.areaid == 80)
Print("ÿc2New Area: KURAST_BAZAAR");
if ( me.areaid == 81)
Print("ÿc2New Area: UPPER_KURAST");
if ( me.areaid == 82)
Print("ÿc2New Area: KURAST_CAUSEWAY");
if ( me.areaid == 83)
Print("ÿc2New Area: TRAVINCAL");
if ( me.areaid == 84)
Print("ÿc2New Area: SPIDER_CAVE");
if ( me.areaid == 85)
Print("ÿc2New Area: SPIDER_CAVERN");
if ( me.areaid == 86)
Print("ÿc2New Area: SWAMPY_PIT_LEVEL_1");
if ( me.areaid == 87)
Print("ÿc2New Area: SWAMPY_PIT_LEVEL_2");
if ( me.areaid == 88)
Print("ÿc2New Area: FLAYER_DUNGEON_LEVEL_1");
if ( me.areaid == 89)
Print("ÿc2New Area: FLAYER_DUNGEON_LEVEL_2");
if ( me.areaid == 90)
Print("ÿc2New Area: SWAMPY_PIT_LEVEL_3");
if ( me.areaid == 91)
Print("ÿc2New Area: FLAYER_DUNGEON_LEVEL_3");
if ( me.areaid == 92)
Print("ÿc2New Area: SEWERS_LEVEL_1");
if ( me.areaid == 93)
Print("ÿc2New Area: SEWERS_LEVEL_2");
if ( me.areaid == 94)
Print("ÿc2New Area: RUINED_TEMPLE");
if ( me.areaid == 95)
Print("ÿc2New Area: DISUSED_FANE");
if ( me.areaid == 96)
Print("ÿc2New Area: FORGOTTEN_RELIQUARY");
if ( me.areaid == 97)
Print("ÿc2New Area: FORGOTTEN_TEMPLE");
if ( me.areaid == 98)
Print("ÿc2New Area: RUINED_FANE");
if ( me.areaid == 99)
Print("ÿc2New Area: DISUSED_RELIQUARY");
if ( me.areaid == 100)
Print("ÿc2New Area: DURANCE_OF_HATE_LEVEL_1");
if ( me.areaid == 101)
Print("ÿc2New Area: DURANCE_OF_HATE_LEVEL_2");
if ( me.areaid == 102)
Print("ÿc2New Area: DURANCE_OF_HATE_LEVEL_3");
if ( me.areaid == 103)
Print("ÿc2New Area: THE_PANDEMONIUM_FORTRESS");
if ( me.areaid == 104)
Print("ÿc2New Area: OUTER_STEPPES");
if ( me.areaid == 105)
Print("ÿc2New Area: PLAINS_OF_DESPAIR");
if ( me.areaid == 106)
Print("ÿc2New Area: CITY_OF_THE_DAMNED");
if ( me.areaid == 107)
Print("ÿc2New Area: RIVER_OF_FLAME");
if ( me.areaid == 108)
Print("ÿc2New Area: CHAOS_SANCTUM");
if ( me.areaid == 109)
Print("ÿc2New Area: HARROGATH");
if ( me.areaid == 110)
Print("ÿc2New Area: BLOODY_FOOTHILLS");
if ( me.areaid == 111)
Print("ÿc2New Area: RIGID_HIGHLANDS");
if ( me.areaid == 112)
Print("ÿc2New Area: ARREAT_PLATEAU");
if ( me.areaid == 113)
Print("ÿc2New Area: CRYSTALIZED_CAVERN_LEVEL_1");
if ( me.areaid == 114)
Print("ÿc2New Area: CELLAR_OF_PITY");
if ( me.areaid == 115)
Print("ÿc2New Area: CRYSTALIZED_CAVERN_LEVEL_2");
if ( me.areaid == 116)
Print("ÿc2New Area: ECHO_CHAMBER");
if ( me.areaid == 117)
Print("ÿc2New Area: TUNDRA_WASTELANDS");
if ( me.areaid == 118)
Print("ÿc2New Area: GLACIAL_CAVES_LEVEL_1");
if ( me.areaid == 119)
Print("ÿc2New Area: GLACIAL_CAVES_LEVEL_2");
if ( me.areaid == 120)
Print("ÿc2New Area: ROCKY_SUMMIT");
if ( me.areaid == 121)
Print("ÿc2New Area: NIHLATHAKS_TEMPLE");
if ( me.areaid == 122)
Print("ÿc2New Area: HALLS_OF_ANGUISH");
if ( me.areaid == 123)
Print("ÿc2New Area: HALLS_OF_DEATHS_CALLING");
if ( me.areaid == 124)
Print("ÿc2New Area: HALLS_OF_VAUGHT");
if ( me.areaid == 125)
Print("ÿc2New Area: HELL_1");
if ( me.areaid == 126)
Print("ÿc2New Area: HELL_2");
if ( me.areaid == 127)
Print("ÿc2New Area: HELL_3");
if ( me.areaid == 128)
Print("ÿc2New Area: THE_WORLDSTONE_KEEP_LEVEL_1");
if ( me.areaid == 129)
Print("ÿc2New Area: THE_WORLDSTONE_KEEP_LEVEL_2");
if ( me.areaid == 130)
Print("ÿc2New Area: THE_WORLDSTONE_KEEP_LEVEL_3");
if ( me.areaid == 131)
Print("ÿc2New Area: THRONE_OF_DESTRUCTION");
if ( me.areaid == 132)
Print("ÿc2New Area: THE_WORLDSTONE_CHAMBER");
}
if ( _oldMode != me.mode)
{
Print("My mode changed to: " + me.mode)
if ( me.mode == 0)
Print("Ich sterbe !!!")
if ( me.mode == 1)
Print("I'm ready to attack")
if ( me.mode == 2)
Print("I'm walking")
if ( me.mode == 3)
Print("I'm Running")
if ( me.mode == 4)
Print("I'm getting damage")
if ( me.mode == 5)
Print("I'm standing")
if ( me.mode == 6)
Print("I'm walking in town")
if ( me.mode == 7)
Print("I'm attacking")
if ( me.mode == 8)
Print("I'm attacking")
if ( me.mode == 9)
Print("I'm Blocking")
if ( me.mode == 10)
Print("I'm Casting")
if ( me.mode == 11)
Print("I'm throwing something")
if ( me.mode == 12)
Print("I'm kicking")
if ( me.mode == 13)
Print("This is Skill 1")
if ( me.mode == 14)
Print("This is Skill 2")
if ( me.mode == 15)
Print("This is Skill 3")
if ( me.mode == 16)
Print("This is Skill 4")
if ( me.mode == 17)
Print("Ich bin tot verdammte Scheisse !!!")
if ( me.mode == 18)
Print("I'm in a sequence")
if ( me.mode == 19)
Print("I get knocked back")
}
}
}
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02/15/2010, 23:07
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#3
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elite*gold: 0
Join Date: Jan 2009
Posts: 7,310
Received Thanks: 2,205
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wo hast du das her ..meine fresse ^^
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02/16/2010, 10:41
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#4
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elite*gold: 0
Join Date: Jan 2006
Posts: 78
Received Thanks: 2
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v.a. letzteres Skript finde ich sehr hilfreich. Wenn meine Prüfung rum ist, werde ich mich da mal etwas mehr drum kümmern und mich an nem Tempelskript versuchen 
Das Travscript hab ich immerhin schon quick/dirty optimiert und die ersten paar Koordinaten rausgeworfen (nun teleportiert er direkt zum Rat) und das pickit ganz ans Ende verschoben, d.h. er killt erstmal alles und fängt dann mit seinem lahmen picken an
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02/16/2010, 16:07
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#5
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elite*gold: 20
Join Date: Mar 2009
Posts: 1,356
Received Thanks: 736
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Quote:
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wo hast du das her ..meine fresse ^^
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Selber gemacht ^^
Im grunde hat ich die idee, dass er x.y. ausliest und sich merkt. Dann macht er 20 milisekunden pause und vergleicht dann ob das neue x.y. das selbe ist wie das neue, fals nicht zeigt er das neue an.
Das selbe macht er halt mit dem zustand. Wenn man losläuft merkt er dass sich der zustand verändert hat und sagt "i'm walking".
Wenn er blockt "i'm blocking". usw usw
Dann halt noch wenn sich areaid ändert ^^
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04/05/2010, 20:06
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#6
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elite*gold: 2
Join Date: May 2009
Posts: 1,024
Received Thanks: 114
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schade das das mit dem neuen nt nicht geht -.-
gibts da nen anderen weg?
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04/07/2010, 02:38
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#7
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elite*gold: 0
Join Date: Mar 2006
Posts: 39
Received Thanks: 13
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?? funktioniert doch tadellos ^^
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04/14/2010, 09:08
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#8
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elite*gold: 0
Join Date: Jan 2009
Posts: 7,310
Received Thanks: 2,205
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so gehts auch auf jedenfall mit dem 3.1
Quote:
function NTMain()
{
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
NTC_IncludeConfig("NTBot/char_configs");
NT_LoadConfig();
NTSI_LoadNIPFiles("NTBot/item_configs");
NTA_Initialize();
if(!NTTM_CheckAct())
{
NTC_SendMsgToScript("NTBotGame.ntj", "NTTM_CheckAct()");
return;
}
while(1)
{
Print("[Position X :]" + me.x);
Print("[Position Y :]" + me.y);
NTC_Delay(4000);
}
}
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04/16/2010, 16:56
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#9
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elite*gold: 0
Join Date: Apr 2010
Posts: 5
Received Thanks: 0
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also da wird absolut nix angezeigt .. keine einzige meldung
habs genau kopiert in die char konf rein und was machts "schweigen" lauf mir nen wolf durch die gegen???
Version 3.0
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04/16/2010, 22:09
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#10
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elite*gold: 0
Join Date: Jan 2009
Posts: 7,310
Received Thanks: 2,205
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du nennst das teil von mir aus "NTmami.ntj" in der config muss es dann heissen NTConfig_Script.push("NTmami.ntj");
ich hab z.B einfach die nt vom coldwurm genommen..alles rausgelöscht..das teil hineinkopiert, fertig..coldwurm in der config. aktiviert..klar.
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04/17/2010, 01:50
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#11
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elite*gold: 0
Join Date: Apr 2010
Posts: 5
Received Thanks: 0
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hmm dann binsch zu doof dazu habs in etwa genu so gemacht ^^ aber mir wird nich gezeigt schade wollte paar einzel boss scripte machen.. naja egal was ihc soll soll nich  danke
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